Capcom Reveals Who’s Voicing Frank West in Dead Rising Deluxe Remaster

Dead Rising fans rejoiced a few months back when Capcom announced that it was remastering the first game in the series. But many were surprised that Capcom had recast the voice of beloved protagonist Frank West. After weeks of speculation, Capcom has finally announced the new West: Jas Patrick.

Speaking to IGN in a recent interview, the development team behind Dead Rising Deluxe Remaster confirmed that Patrick would voice Frank West. Patrick is best known for his work on Octopath Traveler 2, where he voiced Partitio. Additionally, Patrick has lent his voice to other projects, such as Genshin Impact, Jojo’s Bizarre Adventure, and the 2023 version of the Rurouni Kenshin anime, to name a few, as shown on his YouTube account and listed on his IMDb page.

“Jas Patrick is the new voice of Frank West for Dead Rising Deluxe Remaster. We’re very pleased with the work he’s done for this project,” the Dead Rising Deluxe Remaster Development Team confirmed to IGN in the interview.

Dead Rising Deluxe Remaster was announced in late June. The first teaser trailer revealed that T.J. Rotolo, the original voice actor for Frank West, was not voicing the character. Following the trailer’s release, Rotolo revealed to a fan on Instagram that he was not reprising his role in Deluxe Remaster because Capcom did not contact him, and “the reasons are the producers’ own.”

When we asked them about this, the development team said they regret that “[they] were unable to have TJ Rotolo reprise his role in Dead Rising Deluxe Remaster.” However, Capcom added that the studio “sincerely” appreciates all of the work Rotolo did for the Dead Rising series.

Frank West is just one of many characters who received a new voice actor in Deluxe Remaster. Nevertheless, as I mentioned briefly in an episode of Unlocked, Frank West’s new voice grew on me.

Dead Rising Dexlue Remaster is the second remastering of the 2006 original. Powered by the RE Engine, Deluxe Remaster improves the lighting, in-game backgrounds, and environments. More importantly, a ton of quality-of-life changes have been introduced, such as the ability to move while aiming and improved survivor AI. Some things have also been removed, such as the “Erotica’ genre in the photography mini-game.

Dead Rising Deluxe Remaster will be released on September 19 for digital storefronts, while the physical version will be released on November 8. For more, check out our hands-on preview and a video comparing Dead Rising (2006) to Deluxe Remaster.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Splitgate 2 remains a portal-hopping FPS delight, but it really needs to lighten up

Now, I never played quite as much as our Brendy did of the original Splitgate. But I had a fun time with its mixture of Halo-esque trigger pulling and portalling around! So I was intrigued to give the alpha version of Splitgate 2 a go and see if it had a little more substance to it than its initial reveal, which gave off a, “it’s Splitgate but with more money” feel.

Well, I think it’s… a bit serious? It certainly has more polish and some extra additions, yet I didn’t come away from it thrilled by its more competitive, class-based FPS leanings. I think it just needs a bit more time, perhaps, for a portal to open and some silly rocket launchers and baseball bats and zombies to come tumbling out of it.

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It Looks Like Keanu Reeves Is in Amazon’s Armored Core Animation

Announced during Opening Night Live, Amazon’s Secret Level adult animation anthology series from the people behind Netflix’s Love Death + Robots stole the show with its eye-catching trailer packed with video game adaptations. But one short flew under the radar — and it looks like it stars one of the most popular actors on earth.

The glimpse and you’ll miss it look at the Armored Core animation that’s a part of the Secret Level anthology series includes a snapshot of a character that looks a lot like The Matrix and John Wick star Keanu Reeves. Check it out:

If that’s not Keanu Reeves, then I expect his agent will be on the phone to Amazon first thing in the morning demanding a royalty payment. Surely this is in fact Keanu Reeves — the face is instantly recognisable.

Reeves, of course, is no stranger to the world of video games. Most recently he starred in CD Projekt’s 2020 action RPG Cyberpunk 2077 as Johnny Silverhand. Now, in a surprise move, he’s turned his attention to FromSoftware’s Armored Core, which, while a popular series, is not considered one of the bigger video game franchises around. But then, there are other surprising entries on the Secret Level anthology list. No-one was expecting an animation for Unreal Tournament, for example, or Spelunky, but here we are.

Secret Level will have 15 episodes based on various video games. Here’s the list:

  • PlayStation Studios
  • Sifu
  • Warhammer 40,000
  • Unreal Tournament
  • New World: Aeternum
  • Dungeons & Dragons
  • The Outer Worlds 2
  • Pac-Man
  • Honor of Kings
  • Armored Core
  • Mega Man
  • Exodus
  • Spelunky
  • Crossfire
  • Concord

A word on the Warhammer 40,000 animation: Games Workshop has confirmed it’s “inspired” by the upcoming video game Space Marine 2, which is due out in September. It stars “Titus and the boys” in animated action, which is certainly something for Warhammer 40,000 fans to get excited about.

The 15-episode Secret Level series premieres December 10. For more, check out everything announced at Opening Night Live.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

One Very Early Black Myth Wukong Boss Is Absolutely Destroying Players

With Black Myth Wukong now out in the wild and breaking records left and right on Steam, players are finally getting to grips with its sort of soulslike gameplay, and running up against its spectacular and often tough boss fights.

While Black Myth Wukong is more easy-going than FromSoftware’s games, for example, with no meaningful punishment upon death, there’s one mini-boss encountered very early in the game that’s ripping unsuspecting players to shreds.

Warning! Black Myth Wukong spoilers follow:

In the Outside the Forest area of the Forest of the Wolves, which you’ll get to about half an hour or so into the game, you’ll hear an odd noise coming from across the way. It’s an extremely tough and, we must stress very optional, mini-boss with a giant head.

This is the Wandering Wight, which Black Myth Wukong players are already singling out as one of the toughest mini-bosses in Chapter One. Some fans have already given it various nicknames (‘Blue Bobblehead Thanos’ made me laugh).

Across Discords, subreddits, and social media, Black Myth Wukong players are reporting that they have spent or are still spending hours dying to the Wandering Wight before they either emerged victorious or moved on. And here’s something I can relate to: some are saying they’re too stubborn to move on until they’ve defeated the Wandering Wight, even though it’s entirely optional, encountered very early in the game, and would be a much easier fight later on once you’ve improved your character’s abilities and stats a bit.

The Wandering Wight is causing so much trouble because its fast, hard to avoid attacks do a huge amount of damage to early game players who are yet to increase their health pool. Similarly, it has loads of health itself, making it a bruising fight to take on.

If you’re currently banging your head against the Wandering Wight, be sure to check out IGN’s Wandering Wight Boss Fight and Guide. While you’re here, IGN has plenty more Black Myth Wukong guides to help you out, including Essential Tips and Tricks, Things Black Myth Wukong Doesn’t Tell You, and our Boss List and Guides.

Meanwhile, developer Game Science has apologized for any tech or performance issues players have encountered since the game went on sale earlier this week. Game Science took to Black Myth: Wukong’s Steam page to issue a statement promising patches aimed at these performance issues.

IGN’s Black Myth: Wukong review returned an 8/10. We said: “Despite some frustrating technical issues, Black Myth: Wukong is a great action game with fantastic combat, exciting bosses, tantalizing secrets, and a beautiful world.”

This week, IGN verified an email sent from the Black Myth: Wukong marketing team that told content creators who were granted a Steam key that they must not include “feminist propaganda” or use what are called “trigger words” such as COVID-19 in their coverage.

Chinese studio Game Science has yet to respond to IGN’s previous report compiling numerous sexist comments made by the studio’s founders and other developers spanning the last decade.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Game Of Thrones Star Confirmed As In-Game Narrator For Civilization VII

Latest entry launches February 2025.

The upcoming Switch title Sid Meier’s Civilization VII was confirmed to launch for Switch on February 11th 2025 during Gamescom’s Opening Night Live showcase. It’s also been revealed that the in-game narrator will be none other than English actor Gwendoline Christie.

Christie has become pretty well-known in recent years thanks in large part to her exceptional role as Brienne of Tarth in Game of Thrones. She also played the underutilised Captain Phasma in Star Wars: The Force Awakens and The Last Jedi, and more recently appeared in TV shows such as Wednesday and The Sandman.

Read the full article on nintendolife.com

Avowed Hands On: Playing One Quest in Two Very Different Ways

Avowed Gamescom Hero

Avowed Hands On: Playing One Quest in Two Very Different Ways

Avowed, as with all Obsidian Entertainment games, has been designed with player choice at the forefront – your gear, your playstyle, your dialogue, your approaches to quests are all up to you. Xbox Wire had the chance to experience this for ourselves with the first playable preview with the game, which sent us on a journey to retrieve a lost relic.  

To get a sense of the freedom that Avowed presents, Wire editors Danielle and Mike both played, and took two very different approaches to the demo. Here’s what we found.  

Character Background 

Danielle: True to RPG form, Avowed offers up myriad ways to approach the job at hand – even with your very first choices. Avowed offers five different background choices that will primarily affect your dialogue choices in-game, but all equipment and abilities are available to you regardless of the background you choose. Forever a fan of clean, stealthy operations that make me feel cool, I opted for a ranger build with a Vanguard Scout background – more at ease with the wilderness than around noble folk, but a skilled and observant hunter.  

Mike: I, however, picked the Barbarian — Danielle took my preferred ranger class before I could blink — but I enjoyed not having to concern myself with stealth, and instead leaned in heavily on the power of my melee weapons, where running headlong into enemies was a bit more of my character’s forte during this demo. My character traits were not strong enough to do any Intellect or Perception checks in interactions with any characters I encountered, but I was able to successfully lie (more on that in a bit). 

The World 

Danielle: After picking our characters, we headed into the game itself. Avowed is an action RPG set in the land of Eora, which Pillars of Eternity fans will be familiar with. The section we played takes place inside a lush dungeon, paring down the scope of the full game for the sake of a demo but, as we quickly found out, by no means restrictive. In this quest, we’re tasked with locating an expedition group that has gone missing in search of a holy relic. We are however, in true Obsidian fashion, immediately sidetracked by another quest, which involves fetching that relic for another character we meet on the way, which we’ll get into shortly. 

As I’m making my way through this cave system towards the first objective, it’s impossible not to notice how gorgeous these surroundings are – vibrant wildlife coats the walls and ceilings, a sparkling waterfall cascades in the distance. I’m transported instantly into the world of Avowed and the adventures it has to offer. 

Mike: I too was immediately struck by the bright and colourful design of the cave system. This is no dark, grim fantasy adventure (as the developers have previously mentioned). It’s rich and full of greenery and grand views. I particularly liked how the giant tree roots almost looked like massive arms holding everything up and in place. We know Avowed will have a variety of biomes for us to adventure through, but this was a great introduction to seeing what one of these dungeons looked like – and this is just a side quest! This bodes well for what the main adventure will have in store for us.  

Weapons and Magic 

Danielle: This is where the fun truly begins. As a ranger, I am of course equipped with a trusty and extremely potent bow called “The Long Touch” which offers some serious bonus perks to sharpshooters. I’m also given the option to upgrade the bow using materials gathered from the wilderness, which is a nice touch for when you don’t want to give up that special weapon after levelling up a few times. Using the bow alongside the Shadowing Beyond skill – which made me invisible for a time – allowed me to deftly chew through smaller enemies with ease. 

In a later boss fight, I quickly realized stealth wasn’t going to cut it, and I was able to completely flip the switch into a “shocking” secondary loadout. This included a unique pistol that dealt shock damage. It’s a slower, louder option that sacrificed dexterity for pure pain, which came in handy for battering down the dungeon’s boss. I didn’t just have different weapons either – Tanglefoot, a magic ability that sprouted spiky roots out of the ground to hold enemies in place, came in super handy for dealing with pests. I also had a throwable Electric Lily Seed, which dished out additional shock damage to everyone in this relatively small room.  

Even with a loadout I hadn’t fully chosen myself, it felt like I had a ton of options for how to approach each situation, but the tools I had still felt augmented to the style and background of my character.  

Mike: Mine was a more… direct approach than Danielle’s. I was able to hot-swap between two weapon loadouts: a dual wield option that paired a common sword with a one-handed axe called “Drawn in Winter” – it deals frost damage, if the name wasn’t a giveaway. I could also quickly swap to the two-handed “Seven Strings” club which dealt massive damage. I elected for the club for most of my playthrough, mainly because I liked the ability to block enemy attacks from the lizard-like Xaurip and giant spiders we encountered. I also had two abilities: Charge, which was a powerful dash-like attack, and Barbaric Shout, which interrupted enemy attacks. 

I also liked how my companion Kai, a blue-skinned Aumaua voiced by Brandon Keener (Garrus from Mass Effect), would call out locations of enemies to ensure I don’t get flanked. While the demo only offered us a small glimpse, it’s clear the companion system will be a major component of Avowed and I’m excited to see how this works in the longer-term adventure. Obsidian has shared there will be four recruitable companions that can aid you on your journey – and I’m excited to see how they all play into the story.  

Play Your Way 

Danielle: The preview presented several opportunities for dialogue, which gave a sense of how conversations will shape your adventure just as much as combat. The Vanguard Scout-specific choices were snappy and to the point, as a background of roaming amongst the trees rather than mingling with royalty would imply. I was given the choice to be polite and honest to Caedmon, a young chap that needed aid, or snarky and unhelpful, but figured that kindness might afford more opportunities down the road if he remembers that I saved his life in a dark cave. Avowed features attribute points that will unlock different dialogue choices, as well as buffs to your combat skills. As a ranger, I was particularly buffed out in the Dexterity and Perception departments, which delivered both extra critical hit chances and more observant options while I talked with other characters.  

Mike: It wasn’t long until I was saying to myself that this felt very Obsidian-like – the myriad of dialog choices and interactions afforded to my character will be immediately familiar to players of the studio’s other games. While Danielle took a noble, helpful approach, I took the opportunity to see how the world and characters would respond to a brash warrior who lies through their teeth. There seems to be a wide variety of choice, and more humor than I was expecting (this was a good thing), that make this feel like an Obsidian RPG in the vein of Fallout: New Vegas and The Outer Worlds. Being able to either help Caedmon by healing his wounds or straight-up lying to him and pretending you’re a ghost is peak form for this studio – and I hope to see high level of player choice throughout Avowed

I was also curious to see how far I could “push” the dialog with Sargamis, the gold-bodied Oracle who tasked us with retrieving the dagger so he could imbue a soul into a giant, lifeless stone giant – who may just have had something to do with the missing expedition. I’m not going to spoil exactly what happened here – it’s way too much fun not to let you discover it for yourself – but the fact that Avowed let me go so far with Sargamis’ conversation branches, has left me really excited for just how many dialog paths there will be in the mainline adventure. 

It’s clear to see that Avowed is shaping up to be an extremely impressive adventure – there’s rich lore to be found in every corner and minimal rigidity to the builds, so you can play however you’d like. Even in this purposely select area, the bones of Obsidian’s RPG mastery are truly at work here, and we can’t wait to see how the choices play out in the full game. This will have to sate you for now but keep an eye out for more updates on Avowed, heading to Xbox Series X|S, PC, and Game Pass on February 18, 2025.  

Xbox Live

Avowed

Xbox Game Studios

Welcome to the Living Lands, a mysterious island filled with adventure and danger.
Set in the fictional world of Eora that was first introduced to players in the Pillars of Eternity franchise, Avowed is a first-person fantasy action RPG from the award-winning team at Obsidian Entertainment.
You are the envoy of Aedyr, a distant land, sent to investigate rumors of a spreading plague throughout the Living Lands – an island full of mysteries and secrets, danger and adventure, and choices and consequences, and untamed wilderness. You discover a personal connection to the Living Lands and an ancient secret that threatens to destroy everything. Can you save this unknown frontier and your soul from the forces threatening to tear them asunder?

The Weird and Wonderful Living Lands
The Living Lands is a place that feels foreign yet somewhat intrinsic to you as it feels the island itself is calling out to you for help. Explore an island home to many different environments and landscapes, each with their own unique ecosystem.

Visceral Combat to Play Your Way
Mix and match swords, spells, guns, and shields to fight your way. Dig into your grimoire for spells to trap, freeze or burn enemies, bash them with your shield, or use range bows to attack from a distance.

Companions as part of your journey
Companions from a spread of species will fight alongside you, with their own unique set of abilities. From a former mercenary to an eccentric wizard, they will be part of your journey with your choices shaping them as you help them with their quests.

The post Avowed Hands On: Playing One Quest in Two Very Different Ways appeared first on Xbox Wire.

Monster Hunter Wilds Hands-on Preview: Exactly What I Hoped For

The first thing that jumped out to me as I began Monster Hunter Wilds’ introductory mission was how quickly I got invested in its story now that both my character and my Palico companion had voice acting of their own. The second thing, sadly, was how poorly this early preview build ran once I took control. Wilds is exceptionally exciting to me, recapturing what I love about Monster Hunter World while learning from the joy that came from Monster Hunter Rise’s enhanced mobility, finding a balance of both that felt great across the handful of missions I tried. It’s unfortunate that its rough, in-development performance put a little bit of a damper on my demo time, but if Capcom can sort those issues out by launch next year, Wilds could be exactly what I was dreaming of from the next Monster Hunter.

What’s immediately clear is that Wilds has continued to put a priority on smoothing out some of the traditionally rougher edges of this series. For instance, rideable monster mounts make a return after first being introduced as an automated option in World’s Iceborne expansion and then expanded into full control in Rise. This iteration leans more toward the latter, defaulting to follow a target but allowing you to take the reins directly anytime. Your dino-bird, called a Seikret, can scamper across special paths, glide, and give you time to use or collect items, which makes travel engaging in a way that feels less artificial than Rise’s Spiribird busywork.

But it’s not just a matter of convenience, as your mount also stores a second weapon option that you can swap to while riding. As a lifelong Insect Glaive main, this didn’t really appeal to me at first… until I realized that you can also use ranged weapons like Bowguns while mounted. That fully recontextualized this system, letting me pepper a retreating monster with bullets while my Seikret automatically chased it down, then swap back to my Glaive when it was time to hop off. I guess we’re all learning ranged weapons now, and I am very okay with that added flexibility.

I can only really speak to my experience with the Insect Glaive when it comes to how weapons have changed, but I was surprised by the adjustments I saw there – most of which seem to be in service of the new Focus Mode option that lets you more precisely aim your attacks at specific monster parts and special weak points. I found myself with a lot more options to sidestep or make micro-adjustments while attacking, with seemingly fewer combos that would end with a move that killed my momentum and more opportunities to really control how I was laying down the hurt. Again, I didn’t play enough to have the clearest sense of that shift just yet, but it feels like that Rise philosophy of speeding up some of the clunkier parts of combat is alive and well, even if you aren’t flying around on a Wirebug this time.

Wilds has continued to put a priority on smoothing out rough edges.

And if you’ll indulge some Glaive-specific gushing, there are two massive changes that radically changed the combat pattern I was used to. First, landing your aerial attack no longer bounces you back into the air for a chain of helicopter-blade slicing, which was admittedly a huge drag to discover. But the loss of that goofy fun is at least partly made up for by more convenience tweaks, as hitting a weak point with a special Focus Strike move will not only deal tons of damage, it also immediately collects all three Kinsect essences at once, massively speeding up that process in the mid-to-late part of a hunt. (Your aiming reticle now also has a helpful indicator that tells you which essence the monster part you are aiming will provide, and managing that system feels like less of a hassle all around.)

Even in my short playtime, I saw so many little examples of things like this – stuff that doesn’t undermine the challenge and deliberate pace that makes Monster Hunter what it is but does make the experience that much smoother. There’s a quick option to use whatever recovery items you have that will minimize waste, your hook can grab most items from afar (even while mounted), collecting at gathering points moves just a bit quicker, you can finally pick up bomb barrels after placing them, and firing an SOS flare will even fill your team with AI hunters if you’re offline or until real people online are able to join. It’s a laundry list of tweaks that aren’t necessarily revolutionary, but all make so much sense you wonder why it wasn’t like this before.

Of course, the big, buggy Gammoth in the room is how it all ran. I am willing to give Capcom the benefit of the doubt to a pretty substantial degree here given Wilds doesn’t even have a release date beyond “2025” yet – there is presumably a lot of time left to polish things up – but it’s still worth mentioning that this demo ran badly. Like, really distractingly badly. During busy moments, the framerate dropped to a degree that almost made it hard to play, and the group I was playing with saw multiple hard crashes. Again, this in-development build is by no means the final version of Wilds, but it is the version Capcom chose to show us, and I can’t help but be just a touch concerned that maybe that’s an indication that, at best, Wilds might drop later in 2025 than I was expecting, or at worst, that Capcom bit off a little more than it will ultimately be able to chew.

That’s partly because the ambitious scope here is truly impressive, seemingly hoping to keep hunters out in the field longer. Rather than kicking you back to town after a successful hunt, the second mission I did was structured more like Iceborne’s Guiding Lands, where you could stick around after to explore or immediately take on a new one, with world events and other dynamic things coming and going around you. Rather than starting from a single tent, there was even a surprisingly large outpost on the map I saw, complete with NPCs to talk to. I didn’t really get to see much of this side of Wilds in my demo, but it could add up to a very different feel between fights.

From what I did see, Wilds is shaping up to be pretty much what I hoped for: a Monster Hunter that embraces the parts of Rise that made it so much more inviting, but also doesn’t shy away from the larger scale and spectacle that helped make World the more enduring entry for me. It’s hard to tell exactly which way that needle will point after just a few missions (or if these structural changes will swing it somewhere else entirely), but I certainly can’t wait to play more so I can find out.

Tom Marks is IGN’s Executive Reviews Editor. He loves puzzles, platformers, puzzle-platformers, and lots more.

Netease gloatingly note that Overwatch-like Marvel Rivals won’t make you unlock heroes, unlike Overwatch 2

Marvel Rivals, Netease’ free-to-play Overwatch wannabe comprised of superheroes from the Marvelverse, is set to launch on December 6th. And in a “hah, take this Overwatch!” way, they’ve also announced that all of its heroes will be unlocked for everyone straight off the bat (man). Oh no wait, he’s DC isn’t he. To be fair, I’ve only watched one Avengers film, two Captain Americas, and Thor: Ragnarok (without seeing the other Thors). All of which I have zero recollection of. Anyway, yes, Marvel Rivals.

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Civilization 7 In-Game Narrator Revealed — and the Game of Thrones Line of Succession Continues

Civilization fans will know the in-game narrator plays a huge part in the strategy series. For a start, you hear their voice a lot as they impart wisdom about humanity itself throughout the course of the game. And the Civilization games have had some high-profile actors play the role over the years. The late and great Star Trek legend Leonard Nimoy voiced Civilization 4, William Morgan Sheppard voiced Civilization 5, and Ned Stark himself, Sean Bean, voiced Civilization 6.

Now, Civilization developer Firaxis has maintained the Game of Thrones line of succession by drafting Gwendoline Christie to play the in-game narrator in Civilization 7. Fresh from a gameplay reveal at Opening Night Live, Firaxis announced Christie’s role in the game with a new trailer, below, that offers a glimpse at what to expect when Civilization 7 releases early next year.

Christie, like Sean Bean, is a Game of Thrones alum, having exploded into the mainstream by playing Brienne of Tarth in the HBO fantasy-drama series. Here, Christie seems a little more relaxed than the overcharged Brienne, setting the scene for perfectly for Civilization 7.

IGN went hands-on with Civilization 7 ahead of its Opening Night Live reveal and came away impressed. Civilization 7 launches February 11, 2025, on PlayStation 5, PlayStation 4, Xbox Series X and S, Xbox One, Nintendo Switch, PC via Steam and Epic Games Store, and Mac and Linux via Steam.

Check out everything announced at Opening Night Live to catch up.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

‘Gothic 3 Classic’ Switch Rating Surfaces On The ESRB

Could an announcement be on the way?

Following the release of Gothic Classic and Gothic II Classic on the Nintendo Switch, it looks like the third entry in the fantasy-themed open-world RPG series is also coming to the Nintendo Switch in the future.

A new (and now removed) rating for Gothic 3 Classic has been spotted on the ESRB. Below is a look, courtesy of Gematsu. It will be rated ‘T’ for teen and contains “blood and gore, language, mild suggestive themes, use of drugs and violence”.

Read the full article on nintendolife.com